RAEVSKI
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Round 2 Ready read this!I am posting up round 2 probably tomorrow ( Tuesday).
You do not have to finish the one you are on to start the next round.
Please finish matches in your own time.
There are 4 maps all up 8 games. We will have a break from KB Mission and play Stalingrad next.
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carrion
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So when does Stalingard start, no pressure just curious.
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RAEVSKI
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sorry about the slowness, been caught up in work
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carrion
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No worries, work and family should come first.
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RAEVSKI
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as you can tell with my sig Wed night was also out. This weekend probably.
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RAEVSKI
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Stalingrad Steppe Map
Scenario rules appearing soon.
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RAEVSKI
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Stalingrad,
well just north of, 19 November 1942.
After repeated sightings of Enemy tanks and Build up ignored by the germans. The Romanians have been Sledge hammered by the Largest tank build up so far in WW2.
Russians-
Mission Destroy all forces and break through to the otherside of the map.
You have under your command-
1st wave (enter turn 1 half speed)
5x T34/76
1x T34 Commander
3x PPsh (tank riders)
3 xMosin (tank riders)
2nd Wave (enter 1/2 speed turn 3)
4x t70
1x Cossack Commander (riding a horse like the rest)so has move 4
4x Cossacks
Romanians-
2 Platoons of
Luitenant
3x Mauser
Light mortar or Mg (your choice)
2x AT Gren ( these have Camoflage SA as they often hid in pits covered with a hatch and waited for the tanks to pass and attck from behind.
2x 47 ATG
1x Pak 97 75mm gun special card
3x wire (not enough to cover the front)
1x minefield (rare)
1 field artillary battery of 4 75mm guns.( Sharpes cards)
(protect these they are hugely important. They can leave the map but only ordered by HQ on turn 4. "They don't believe its the main thrust"- wrong..
Special rules
- vehile movement is -1 speed
- the swamp is frozen but on a 1-3 any vehicle crossing gets bogged for entire game.
-All Romanian Inf and artillary are dug in and have cover (set up anywhere )
Good Luck Gentlemen,
Pick an oppenent you have not played yet and go for it.
If you are not finished the other, don't worry play both at the same time.
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Sire Fred
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I'd like to see the special artillery cards.
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RAEVSKI
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they are on the Sharpes specail cards thread
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carrion
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A few Questions.
1: Anything special with railroad hexes.
2: I assume we go from Right to Left.
3: With the Field Artillery 75mm Guns do we get to pick which ones.
4: Is there a turn limit.
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RAEVSKI
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No differnce with the rail rod to a clear hex
Russians enter from the left, Romanians set up anywhre.
Romanians can chose which guns they want.
The artially are extrememly important so have them leave the map is more important than shooting up tanks and Inf.
No turn limit, the Russians have to achieve this in the shortest amount of time.
Romanians win by stopping them are slowing them really down.
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carrion
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Thank you.
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Sire Fred
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Is the german Light Mortar considered an artillery piece? If so, it would benefit from the romanian officer defensive preparation.
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The Mighty A
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It is not "Soldier-artillery," so I do not think that it would be considered an artillery unit.
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Sire Fred
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A question. Is the Mausers and MG4 2 considered romanian troops or Germans? If they are Romanians too, they will be a lot harder to kill. I'm waiting for the answer to do my setup.
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RAEVSKI
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They represent Romanian Normal inf and ZB57 mgs. light mortars are romanian 60mm mortars.
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carrion
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Do the Romanians still have cover after they move. Also, do the Russians set-up before turn one or do they move from off map after intiative is decided.
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RAEVSKI
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no, once they move they lose the cover bonus. they have dug trenchs and fortifications so if they abandon them they lose them.
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carrion
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Do I set-up as normal and if I do, is it three or two hexes in.
OR
Do I enter from off map so my opponet does know my set-up.
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RAEVSKI
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1st turn you enter with half you move ( in your movementor you could wait for assault)onto the map.
If you wait for Assault move The Romanians artillay will get a FREE long range shot at you.
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carrion
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What does dug-in do.
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Field Marshal PF
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What do you mean by; protect these they are hugely important. They can leave the map but only ordered by HQ on turn 4.
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RAEVSKI
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The romanian artillary being saved is extremely important. if you the guns can escape you get bonus points, but use them up to then or use them and possiblly lose them. If you stop the Soviets with the guns that is even better, but if you don't and u lose the guns that is bad.
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Field Marshal PF
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I see, so its a bonus if you pull them out of the fight?
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RAEVSKI
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to fight another day yes. but if you think you can stop him go ahead but if you lose the lose will be greater.
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Field Marshal PF
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How long do I have to pull them out? 4 turns? Also, can I pull them out by moving them through the north or south sides?
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